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I've seen some folks trying to use Landscape in their UE4 projects for Quest, but not without performance issues.I wanted to try it for myself, but ran into the issue where Landscape doesn't render at all :/ I have a quite "low-poly" Landscape with super basic non-layered material (2 colors mixed via WorldAlignedBlend material node). This landscape did not render on Quest (ES3.1) when I ran project on there. Collisions were working, grass output was working, landscape itself was a no-show.Has anyone tried it? How do I fix this issue ?Thanks
Hello! Can an update be released that enables native support for for omnidirectional treadmills (the Kat Walk C2 for example), so our Quest headsets and the games in them directly work with ODTs, without needing a a PC to host. Just direct functionality between the Quest, the games inside the headset, and the ODT. Thanks!
Building with Asus Tuf gaming A15, latest Oculus Dev Hub, Unity 2021.3.0, XR package, Oculus Integration 4.4 VEGA:MAP_TRACKING_HM: [Throttled count=5] All submaps have bad map tracking! 23:22:41.735 cutils Failed to open(/data/misc/profiles/cur/0/com.mm.VRLibrary/primary.prof): No such file or directory 23:22:41.736 installd Failed to prepare /data/misc/profiles/cur/0/com.mm.VRLibrary/primary.prof: No such file or directory 23:22:41.736 ArtManagerService Failed to prepare profile for com.mm.VRLibrary:/data/app/com.mm.VRLibrary-Ed8wqdLAOYJEocH9s3PKyQ==/base.apk 23:22:41.736 cutils Failed to open(/data/misc/profiles/cur/10/com.mm.VRLibrary/primary.prof): No such file or directory 23:22:41.736 installd Failed to prepare /data/misc/profiles/cur/10/com.mm.VRLibrary/primary.prof: No such file or directory 23:22:41.907 PermissionMonitor unknown permission type: -1for uid: 10035 23:22:41.908 TrafficController Failed to clean up the permission for 10035: No such file or directory 23:2
So, I made a game about 2 months ago and I finally got it on applab a month ago. Problem is after uploading it the next time I tried to upload an update to my game I got an error saying odh was too old even tho i was on the newest version so after 2 days of searching and not finding a solution I gave up and after 2 weeks I came back with this error message I have been searching for a while now on how to fix it so please for the sake of my game tell me how to fix it. Here are the things I tried: reinstalling odh, restarting pc then reinstalling odh, changing the version and bundle code, changing the ARM to 64 and removing ARMv7 I have not found any other fix so please help. My game has reached 1500 players and I need to push out the update asap. 😞
With the latest update to Oculus Interaction I am not able to grab objects anymore as the methods I used were deprecated. Currently, I have as follows: Hand and Controller Interactors are set up for both left and right. Refer to the attached screenshot.The interactable object having a rigidbody with gravity but no kinematic, box collider, grabbable, hand grab interactable and grab interactable.Issue: (URL to video of issue: https://we.tl/t-XnPdBoyvxe )When I grab the object it starts to jitter and moves away from my hand but as long as I have my hand pinched or the trigger pressed with the controller I am slightly able to control its movements while it keeps sort of bouncing away from me. If I have kinematic on, the same happens, I am able to change its movements as it flies away from me.Can anyone help please? ControllerInteractorsGrab Red Cube 2 Part 2Grab Red Cube 2 Part 1HandInteractors
How to load local configure Avatar inside app using meta avatar 2.0. Please provide tutorial link if any.thank you
VR in schools is an important educational step. Meta/Oculus need to provide a way to handle this situation better than the business accounts. My suggestion: allow the creation of ONE FB-account for a large number (35, like a large class?) and charge 2x (?) price for each app but they can be used by every headset in the account. This would lead to more usage, perhaps less income at first steps for appdevs but they will hopefully gain from higher private usage by students.
Hi, I am working on a project where I would like to save the handDataSources and the hmdData in order to be able to replay what happened in the scene. ( easier than recording each object I would only record the data from the headset).Does the oculus sdk give this possibility? What about using the inject for example in FromOVRControllerHandDataSource.cs for replaying? Is there a class where I can enable logging these informations? Best RegardsAndrea
Hello,I am facing a problem that gives me a lot of difficulty with Unity on the Oculus Quest 2.To summarize, I am making a VR application where I am located on a height (here, on a construction machine).When I am on top of it, and I turn my head, the machine turns slightly in the opposite direction. For example, when I turn my head to the right, the machine moves slightly to the left. When I turn my head upwards, the machine moves slightly downwards. This creates a certain sense of unease once inside the helmet. I took a video by activating the "Monoscopic" option of the OVRCameraRig prefab of the "Oculus Integration" asset, to better realize the problem. The end of the video is, in my opinion, the most explicit. https://www.youtube.com/watch?v=IuYBVS6FQMI It gives a sensation of "walking on a rocking boat".I hope this is felt in video, especially at the end, because in the headset you really feel it. It may be useful for you to know, that when I launch th
I was playing with some dynamic resolution control using XRSettings.renderViewportScale and XRSettings.eyeTextureResolutionScale (Unity). Essentially, I set eyeTextureResolutionScale=2.0 right when the app starts, and then dynamically change renderViewportScale. Everything functions properly.However, setting a large eyeTextureResolutionScale seems to have a pretty serious impact on frame rate, even if I'm just rendering to a small part of the viewport. For example, eyeTextureResolutionScale=2.0 and renderViewportScale = 0.5 works fine, but is much, much slower than "normal."Is this a known / understood problem? Is there something about large eye buffers that needs to be accounted for?Thanks much!
Hi! I’m working on a research project in which I am using audit logs to understand the applications’ behavior and want to know if I can use windows logging tools (such as sysmon or ETW) for extracting audit logs for entity interactions that are happening within the VR device, for instance, if I'm using an app on the Meta Quest VR device while the Link cable is disconnected, and I connect it to the PC afterwards, will there be a log entry or a footprint for the interactions that took place when the Meta Quest headset was not connected to the PC via the Link cable?
I've been thinking of picking up one of these http://www.ncix.com/products/?sku=77481&vpn=USB-2FS-2&manufacture=Scythe for a while to help with my APM in RTS games. Mainly because of hand injuries which make it painful to reach key combination that use Ctrl or Alt with the baby finger.It occurred to me though that this could be used to add a simple walking mechanic into a VR environment that might make things more immersive.Any thoughts or experience with foot pedals for gaming?
Long story short Oculus released the final ue4 project for the Henry VR film, as seen on this original post: https://forums.unrealengine.com/t/oculus-story-studio-s-henry-vr-trailer-source-assets-released/42792 even though the github project still exists online; the batch file ‘Setup’ in this repository tries to download the Henry project folder at a url that no longer exists since meta took over oculus. if anyone still has that Henry_project.zip folder I would be SO grateful!
Hey everyone,Is there a setting I can turn on somewhere to require users to update the app to the latest store version before using it? Obviously, I could create a custom solution for this but wanted to ask before diving into that.
Hi,is there a way to get the latest code version of an uploaded app? ovr-platform-utils does not have this optionIt would be used for build automation.
I'd like to create a tool in our unity project that would speed up deployment of an APK using the ovr-platform-util.exeI can't seem to find a way to get a list of release channels programmatically. For now, the only way i know how is to go to the dev console on the oculus website, or oculus developer hub. ODH is getting it somehow, but i don't know if it's just an internal http request or something else?..additionally other functionalities like create release channel, remove release channel, view users of a release channel, remove users of a release channel
Some of our customers have told us that they either cannot submit an app review after multiple tries (see picture) or that they have added a review but it does not appear (we also cannot see any on the developer board). We also found out that some of them are also unable to rate other apps. We are not sure if this problem is related to the new meta accounts, hopefully this can be solved soon.
Hello Everyone, Can you please help us regarding a query that we are allowed to create an APP for QUEST that is a "marketplace" that at the beginning is showing 3d videos based on geolocation? Especially I need to know if it is possible to develop the APP in 2d, like the browser or Instagram or similar apps that don't force us to create a 3d ambient. Thanks,Imran
Now that I have the default gray avatars showing, how do I colorize them? The release notes (https://developer.oculus.com/downloads/package/meta-avatars-sdk/) say it's possible, but I can't find any documentation about how to do it.
Oculus quest 2, using oculus link to play in editor. I changed the adb path of oculus developer hub and everything **bleep**ed up. If I click the play button, oculus interface shows "Loading" and get stucked in loading status. Even if I cancelled the play mode in unity, oculus is still showing loading.
Hello, I just recently updated the oculus developer hub to version 2.1, and when I went to relaunch the software, it just shows a white screen. I uninstalled and reinstalled the software, and rebooted my computer with no success. I just went into the Mac system logger and it seems to be reporting a crash, of the Oculus Developer Hub helper. I have a copy of the crash report, the crux of the crash seems to be: Time Awake Since Boot: 200 secondsSystem Integrity Protection: enabledCrashed Thread: 0 CrRendererMain Dispatch queue: com.apple.main-threadException Type: EXC_BAD_INSTRUCTION (SIGILL)Exception Codes: 0x0000000000000001, 0x0000000000000000Exception Note: EXC_CORPSE_NOTIFYTermination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4Terminating Process: exc handler [1123]Kernel Triage:VM - pmap_enter failed with resource shortageVM - pmap_enter failed with resource shortageVM - pmap_enter failed with resource shortageVM - pmap_enter failed with resource sh
Hi all,I developed Architectural Visualization environment in Unreal Engine for the Quest2, and while doing the presentation we use an external tv ( with google chromecast ) so that whoever is doing the environment presentation is able to see what the customer sees in VR and explain what's going on.Often time ( because of convenience mostly ), I usually put the Quest2 on standby while the app is still running and the streaming is still on, so that when another customer come, I can give the Quest2 to the customer and just press the power button, and the app is still running.Thing is, the mirroring disconnect after a bit, so every time I need to re-enable the mirroring from the Quest2. So is there a way to auto enable the mirroring as soon as Quest2 turns on, setting this option by default? Thanks in advance Nicolas
Hi guys, When i run "[...]\Assets\Oculus\VR\Editor\Tools>ovr-platform-util help", i get the following error: node:fs:585handleErrorFromBinding(ctx);^Error: UNKNOWN: unknown error, open 'D:\full-fbsource\arvr\js\node_modules\yargs\locales\en.json'←[90m at Object.openSync (node:fs:585:3)←[39mat Object.openSync (pkg/prelude/bootstrap.js:739:32)←[90m at Object.readFileSync (node:fs:453:35)←[39mat Object.readFileSync (pkg/prelude/bootstrap.js:1025:36)at o._readLocaleFile (C:\snapshot\D_Zfull-fbsource\edenfs\redirections\arvr\js\temp\build-ovr-platform-util\lib\ovr_platform_util.js)at o.__ (C:\snapshot\D_Zfull-fbsource\edenfs\redirections\arvr\js\temp\build-ovr-platform-util\lib\ovr_platform_util.js)at C:\snapshot\D_Zfull-fbsource\edenfs\redirections\arvr\js\temp\build-ovr-platform-util\lib\ovr_platform_util.jsat Object.<anonymous> (C:\snapshot\D_Zfull-fbsource\edenfs\redirections\arvr\js\temp\build-ovr-platform-util\lib\ovr_platform_util.js)at C:\snapshot\D_Zfull-fbs
Hello, I posted this on Discord on the Oculus Start group:Hey All and thanks for your help. I am making a dental VR sim and am having some hands interaction issues. I want to use a wrench to unscrew basically a screw. Ideally you would approach the target, the wrench would snap into the screw you would unscrew it and the wrench would dislodge with the screw, all while grabbing the wrench. I could not do that so I just enabled/disabled 3 wrenches. The first with just a grab with no transformer. The locked in place wrench has a free rotate transformer and the "unscrewed" wrench doesn't have a transformer. I couldn't get snap interactable to work. But it doesn't flow as you need to grab ungrab 3 times. Thanks again! Using Unity 2021.3.8 and oculus integration 43 https://youtube.com/shorts/ZZqR1p4oGQY?feature=share
I'm working on a native Quest OpenXR app with Vulkan. It was working fine until the v44 update got onto our devices. Now the swapchain initialization seems to be broken.Is anyone else using Vulkan/OpenXR on Quest?
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